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Tell me about Savage Worlds
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<blockquote data-quote="innerdude" data-source="post: 6213410" data-attributes="member: 85870"><p>I think they might work very well, with a little tweaking. One of the strengths of Savage Worlds is that it's so easy to let players "go off the rails," because you can almost always build an encounter on the fly that matches what they're trying to do. I think a 12-part adventure path would be a great idea, with the caveat that it would probably be a good idea to build in a few "workarounds" for different sections. </p><p></p><p>For example, characters might start at Part I, move to Part V, come back to Parts II and III, then skip ahead to sections VII and VIII while never seeing part VI, etc. There would need to be a few more "easements" to fluidly move or skip between sections without losing the continuity of the plot. </p><p></p><p>Here's the thing, though --- there's almost NOTHING in terms of adventures / settings that's wasted with Savage Worlds, even if it was written for another system, because it's so easy to convert enemies on the fly. </p><p></p><p>One other thing I thought of --- one of the strengths of Savage Worlds is that it brings EQUIPMENT back to the forefront, and not in a "Christmas Tree" way. A fighter using a particular weapon and "style" is going to play very differently in combat than another character with a different weapon, even if their overall "builds" are largely the same. Choosing equipment and weapons is more than simply picking the best bonuses, it's very much a tactical choice that has real consequences on how your character plays. </p><p></p><p>Oh, and another cool thing I just rhought of --- you know how throwing daggers / darts / throwing axes in D&D are an utter waste of time? Heh --- just watch someone with a D12 throwing skill, and the Aim and Two-fisted edges start making called head shots with throwing daggers in Savage Worlds.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6213410, member: 85870"] I think they might work very well, with a little tweaking. One of the strengths of Savage Worlds is that it's so easy to let players "go off the rails," because you can almost always build an encounter on the fly that matches what they're trying to do. I think a 12-part adventure path would be a great idea, with the caveat that it would probably be a good idea to build in a few "workarounds" for different sections. For example, characters might start at Part I, move to Part V, come back to Parts II and III, then skip ahead to sections VII and VIII while never seeing part VI, etc. There would need to be a few more "easements" to fluidly move or skip between sections without losing the continuity of the plot. Here's the thing, though --- there's almost NOTHING in terms of adventures / settings that's wasted with Savage Worlds, even if it was written for another system, because it's so easy to convert enemies on the fly. One other thing I thought of --- one of the strengths of Savage Worlds is that it brings EQUIPMENT back to the forefront, and not in a "Christmas Tree" way. A fighter using a particular weapon and "style" is going to play very differently in combat than another character with a different weapon, even if their overall "builds" are largely the same. Choosing equipment and weapons is more than simply picking the best bonuses, it's very much a tactical choice that has real consequences on how your character plays. Oh, and another cool thing I just rhought of --- you know how throwing daggers / darts / throwing axes in D&D are an utter waste of time? Heh --- just watch someone with a D12 throwing skill, and the Aim and Two-fisted edges start making called head shots with throwing daggers in Savage Worlds. [/QUOTE]
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